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Messages - Mattk50

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1
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 16, 2024, 12:54:16 AM »
My suggestion in the other related thread was that you be able to put an officer on your flagship.

The reason for this is that it feels bad to be upgrading all your other ships with officer skills but not your main ship, it sucks to feel like every ship in your fleet gets upgraded other than yourself. It's like you get less stats than the rest of your fleet, as the player, putting you behind. Players who do not feel comfortable with the manual gameplay and piloting, the players who will spec into fleet buffs, will then get discouraged from actually piloting further! Allowing an officer to give skills to your flagship would certainly require a rebalance though.

2
This, and make it actually visually scatter the laser.

EDF (Earth defense force) has some hilarious laser shotguns that randomly scatter beams in a cone when firing them. Honestly i would love if the high scatter amplifier had a similar visual effect on use

3
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 15, 2024, 12:50:12 PM »
I thought the all enemy ships being recoverable without story points was a feature in my recent playthrough but in retrospect, it makes sense as a bug. But that might be an interesting perk to distribute to another skill in the industry tree, since many of them are quite underwhelming. Enhanced enemy salvage.

HR is my favorite skill just because it clears the busywork and bother from friendly AI frigates and destroyers dying to something silly. It's not optimal in endgame but in a singleplayer game the fun factor is king, and the game is generally easy enough anyways that i'm not impeded by sticking to hull restoration, even though it does add a feeling of dissonance to being down 5 skillpoints just for HR since the other skills are also generally not very useful in endgame, with the exception of ordinance expertise.

4
It's like the people complaining about the micro-transactions in Dragon's Dogma 2.. You don't have to buy them.
If you don't like story points, don't use any?

I don't necessarily disagree with the rest, but this is quite possibly the worst argument you could make for it! AAA game devs consistently mess up the balancing and pacing of the base game in pursuit of selling more microtransactions yes, even in singleplayer games. The typical move is to make the game less convenient and add annoyances and problems, then sell the solutions for real money, which they did. It doesn't matter at all whether you "have" to buy them, it aligns the dev and publisher's incentives towards making the game worse! Running defense for a billion dollar AAA corps making games worse to make more money is so weird, still don't really understand why do people do this.

5
But, "story points" is a downright terrible naming convention. It's a name that only makes sense from a developer's perspective and is indeed completely disconnected from the rest of the game's setting, it feel so arbitrary.

It could be renamed to something like "Captain's insights", "Crew Knowledge", anything else that fits other than something "story points" both story and points are out-of-setting terms that make no sense to someone from the perspective of playing the game.


SPs are not a currency or any sort of material concept within the universe. They are basically player agency tokens.

Yes, and the point of what i wrote is that it's a problem that such an extremely important mechanic in the game boils down to "story points" or "player agency tokens" as you put it. It's too detached from the game itself, the naming is awful.

To illustrate my point, let's rename other things in the game to follow the same naming convention as story points.
flux -> shield points
Hyperspace Topography -> Overworld points
Deployment points -> encounter points
credits -> trade points
Marines -> Soldier points

"Story points" is awful! They are meant to represent special things your fleet can do based on rare insights you and your crew gain from experience, there are much better ways to represent that concept like i mentioned in the previous post.

6
I like them as a resource concept, from a gameplay progression perspective it's really quite fun being able to upgrade your ships with them. I wish more NPC fleets had story point upgrades though, there are very few opponents strong enough to threaten an endgame story pointed fleet.

You might be missing that there's not really a limit to the number of SP you can get, once you hit max level you just kill remnants and you get tons of them, way more than you need to respec a fleet multiple times if you need to.

But, "story points" is a downright terrible naming convention. It's a name that only makes sense from a developer's perspective and is indeed completely disconnected from the rest of the game's setting, it feel so arbitrary.

It could be renamed to something like "Captain's insights", "Crew Knowledge", anything else that fits other than something "story points" both story and points are out-of-setting terms that make no sense to someone from the perspective of playing the game.

7
Blog Posts / Re: Skill Tweaks
« on: March 09, 2024, 05:32:10 PM »
It had been quite a long while since I played, but i recently went through a campaign and had a lot of fun. I had been very critical over well, the entire skill system for awhile. The current skill system is a massive improvement over those early implementations, the balance is way better, the available OP points on hulls are consistent now, story points provide a nice extra path for progression. I'm still not a fan of arbitrary damage bonuses and similar but it's not really a problem in the current balance i dont think.


However, i want to attempt an another appeal at tweaking the balance between combat and fleet skills. I have a lot of fun piloting my ship, my favorite being the odyssey (since apogee seems to have gotten a couple redesigns and doesn't really play well as a flagship anymore). Even piloting well, it usually feels much better to get a skill that benefits the whole fleet rather than only your flagship. If it were designed such that it was a power transfer between your flagship or your fleet, a choice between a single strongly buffed ship or many weaker ships, classic narrow and tall or wide and short, it would be fine. But instead of wide and short, it's wide and short but with a big power dip right where the player's ship in the fleet is.

As is, if you do not put a lot of points into combat, then it feels like everyone in your fleet except you gets to have a fun, competent ship. All your officered ships get to bleed off hard flux, have higher top speed, get more plasma burns, get extra flux, deal more damage, higher peak operating time, etc, except the one you're flying, because screw you, player. This blatantly sucks, why am i jealous of my own NPCs, alex! I suggest allowing the player to put an AI officer for skills on their own ship or otherwise be able to use the skills of an officered ship when in control of it.

Thinking about the kind of player who will want to specialize into the command style or who doesn't want to command a ship or isnt entirely comfortable with it, they might not be confident in controlling their ship manually. The very last thing a player who isn't confident in controlling ships manually needs is to be further discouraged from piloting! The knowledge that just by taking control of a ship the shields will get weaker, guns will do less damage, etc is a huge discouragement to players from engaging more with piloting. As an aside, the big 5-6 ordo kill fleets i see don't involve player piloting either, so at current it seems "Optimal" to not pilot your ships at all, which isn't very fun...

I think, if it became possible to put an officer on your flagship right now, it would certainly break the game's balance. If you could always use an officer for your flagship's combat skills, then even extra elite skills the player would be able to use would typically not be worth it compared to having a rank 6 or 7 officer then the player simply putting 5 more points into leadership (one of those points will give extra officers too, which would end up offsetting the officer you'd otherwise be losing by putting into your own ship. But it's not a balance change that would be incredibly far off from working. It's hard for me to say which direction would work for starsector, but reducing the base officer count and distributing more via skills (unlocking officer slots from combat skills anyone?), maybe having minor fleet bonuses on existing combat skills when taken by the player, maybe even giving the player a different combat skill pool than officers would be good here.



By the way, hull restoration might be my favorite skill in the game, it's a huge upgrade to the gameplay experience. It's always been annoying to me how AI are really stupid and frequently get your assets killed by random chance (did two friendly paragons really need to sandwich hug my shrike to death?) The actual credits cost of losing frigates, destroyers and other smaller ships this way was always dwarfed by the annoyance factor of having to find or order replacement ships and refit them. For big ships, the cost of dock restoration always being higher than the hull cost of the ship itself is also an issue (though losing them is way rarer), sure i could go find a new one instead of restoring this one, but that is such a drag on gameplay and the fun factor. Story point upgrades on ships help us not lose them as well now which is another neat addition, but hull restoration just helps me not care when an AI piloted ship suicides in some ridiculous way, which makes me want to play campaigns for much longer without getting bogged down in that feeling of tedium from attrition managing a late-game fleet.

Happy 420th post

8
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 25, 2017, 10:10:36 PM »
been awhile since i've played, in this new patch im still not a fan of the skill system existing despite improvements. in a game like this it truly just makes the entire experience worse. Hey guy, pick between guns that shoot straight, ships that dont lose readyness mid fight and ability to do fun industry stuff! whats that, you're bored already and don't want to have to mod the game because it messes up the balance? Nah, just remember your ships, weapons, hull, literally everything functons completely differently in arbitrary ways because you decided to spend a skillpoint in combat instead of somewhere else.

same with peak readyness, added to balance out gamey teleports and similar uneccassry ultra kiting abilities on ships that could already kite very well, just a chain of poor design decisions. This is alex's game to develop as he wishes of course im just so dissapointed at the direction it's gone in some places, while in some other places the game feels and plays fantastic and has come a long way.

9
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 04, 2014, 05:29:14 PM »
This is... why... why would you do this. I thought removing the flux bonus was a bit silly but then i kept reading. I don't know what to say that could convince you not to take this game down the road of other similar shallow games with the interesting bits ripped out to make things more "accessible". Maybe i'll try later but im just surprised right now.

10
General Discussion / Re: Conquest, anyone?
« on: November 09, 2014, 09:02:18 PM »
For those having trouble finding ships: don't forget that the game divides ships into three tiers or epochs: Mastery epoch (high armor, low shields, ballistic focus, usually brownish colour scheme), Expansion (blended focus, usually grey colour scheme), and Modern epoch (high shields, low armor, energy focus, usually light blue colour scheme). If you are unable to find a particular ship, you may be looking on planets that normally sell the wrong epoch ship. If I recall correctly, Hegemony bases sell Mastery, Sindrian Diktat sells Expansion, and Tri-Tachyon sells Modern ships.

If you're having no luck finding a particular ship, you may just be searching bases that have the wrong epoch ships. Try adjusting your search accordingly.

Many high tech ships just aren't sold anywhere, period. Apogee, omen, aurora, astral, i have spent time searching every port in the game under various levels of stability, with a particular focus on the tritach military market. They've been effectively removed from the game.

11
Announcements / Re: Starsector 0.65.1a (Released) Patch Notes
« on: November 05, 2014, 12:29:48 AM »
No fix/change for all the ships that are never sold :(

12
General Discussion / Re: So, what do people think of the difficulty?
« on: October 24, 2014, 04:14:14 PM »
Don't search for the exact same ship to replace it, make do with something else of a similar ship class, the game forces you to adapt and change your fleet configuration and tactics that you employ to win.

well, that was easy, i couldnt find any ships i wanted to form a solid fleet composition in the time it took to make a few million so i ended up just buying a paragon and now im "winning" whatever that means.

13
General Discussion / Re: Yay for missile AI
« on: October 23, 2014, 07:21:34 PM »
Some missiles are trying to curve around my Wolf's shields and hit my unshielded engines.  That makes combat way more exciting!
Those sneaky salamanders are my wolf's bane as it lacks PD. have to expend a lot of phase skims when a buffalo fires 10 of them at me at once.


Harpoon circus is such fun.

Relevant:

14
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 23, 2014, 07:18:58 PM »
i get the feeling a lot of ships and items have vanished from the world. I have 100 reputation with hegemony, tritach, and independent and access to the other 2 factions military markets and have yet to see an omen, an apogee, conquest, odyssey, hyperion, astral, venture, tempest, an aurora, affliction, or a doom. I stumbled onto a shade at the black market of a tritach non military planet, not a clue why it was there, doesn't seem to be any reasoning to it. Why have all these ships if you cant find and use so many of them, if you do manage to find one and it dies your fleet composition is screwed too, because you won't see another. Judging by the general discussion threads everyone's using mostly the same ships because they're the main things available.

Anyways my progress feels hindered more by lack of ship availability than by lack of money, jobs or exp. omg alex why do you do this.

15
General Discussion / Re: So, what do people think of the difficulty?
« on: October 23, 2014, 01:46:00 PM »
I still feel more limited by the lack of available to purchase ships than funds or money. Kinda a problem for fun gameplay, even if i do find an apogee one day, if it dies what do i do, search for it forever all over again? it's just annoying.

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